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Armor of Agathys

  • casting time1 action
  • rangeSelf

  • componentsV, S, M
  • duration1 hour

a cup of water

A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot level above 1st.

Paladin (Conquest) 1st level Abjuration

Bane

  • casting time1 action
  • range30 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a drop of blood

Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Paladin (Vengeance) 1st level Enchantment

Bless

  • casting time1 action
  • range30 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a sprinkling of holy water

You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Paladin 1st level Enchantment

Ceremony (ritual) [1/2]

  • casting time1 hour
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

25 gp worth of powdered silver, which the spell consumes

You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting.
Atonement: You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment.
Bless Water: You touch one vial of water and cause it to become holy water.
Coming of Age: You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once.
Dedication: You touch one humanoid who wishes to be dedicated to your god's service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once.
Funeral Rite: You touch one

Paladin (XGE) 1st level Abjuration

Ceremony (ritual) [2/2]

  • casting time1 hour
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

25 gp worth of powdered silver, which the spell consumes

corpse, and for the next 7 days, the target can't become undead by any means short of a wish spell.
Wedding: You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed.

Paladin (XGE) 1st level Abjuration

Befehl [1/2]

  • casting time1 Aktion
  • range60 feet

  • componentsV
  • duration1 Runde

Du gibst einer Kreatur in Reichweite, die du sehen kannst, einen Befehl, bei dem es sich nur um ein einzelnes Wort handeln darf. Dem Ziel muss ein Weisheitsrettungswurf gelingen, sonst muss es den Befehl in seinem nchsten Zug befolgen. Der Zauber hat keine Auswirkungen, wenn das Ziel untot ist, es deine Sprache nicht versteht oder das Ausfhren deines Befehls ihm unmittelbar schaden wrde.
Es folgen einige typische Befehle und ihre Auswirkungen. Entscheidest du dich fr einen anderen Befehl als die hier beschriebenen, bestimmt der SL wie sich das Ziel verhlt. Wenn das Ziel deinem Befehl nicht folgen kann, endet der Zauber.
Komm: Das Ziel bewegt sich auf dem krzesten und direktesten Weg auf dich zu und beendet seinen Zug, wenn es sich dir auf 5 ft. genhert hat.
Fallenlassen: Das Ziel lsst fallen, was es in den Hnden hlt, und beendet dann seinen Zug.
Flieh: Das Ziel verbringt seinen Zug damit, sich schnellstmglich von dir wegzubewegen.
Kriech: Das Ziel erhlt den Zustand liegend und beendet seinen Zug.
Stopp: Das Ziel bewegt sich nicht und fhrt keine Aktion aus. Eine fliegende Kreatur verbleibt schwebend an Ort und Stelle, wenn sie dazu imstande

Paladin (*)(Krone)(Eroberung) 1. Grad Verzauberung

Befehl [2/2]

  • casting time1 Aktion
  • range60 feet

  • componentsV
  • duration1 Runde

ist. Muss sie sich bewegen, um in der Luft zu bleiben, fliegt sie die Mindestentfernung, die notwendig ist, um nicht abzustrzen.
Auf hheren Graden: Fr jeden Grad ber 1. Hinaus kann eine zustzliche Kreatur ausgewhlt werden.

Paladin (*)(Krone)(Eroberung) 1. Grad Verzauberung

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